﻿Shader "Custom/transparentwithshadow"
{
    Properties
    {
            _Color ("Main Color", Color) = (1,1,1,1)
            _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
    }
 
    SubShader
    {
            Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="Geometry"}
            blend SrcAlpha OneMinusSrcAlpha
           
            LOD 200
            CGPROGRAM
            #pragma surface surf Lambert exclude_path:prepass
           
            sampler2D _MainTex;
            fixed4 _Color;
           
            struct Input
            {
                    float2 uv_MainTex;
            };
           
            void surf (Input IN, inout SurfaceOutput o)
            {
                    fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
                    o.Albedo = c.rgb;
                    o.Alpha = c.a;
            }
            ENDCG
    }
Fallback "VertexLit"
}